Team Fortress 2

Team Fortress 2

Lazytown Lazynitez (cp_lazytown_lazynitez_b6)
Showing 1-3 of 3 entries
Update: 29 Sep, 2017 @ 4:39am

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9/29/2017 - Released as Beta (cp_lazytown_lazynitez_b6)
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- Added additional lighting to the map, some areas are now a bit brighter.
- Added more direction arrows between 2nd cap and mid.
- Added direction arrorw props in garage.
- Fixed some light entity names causing lights to turn off/on incorrectly.

Update: 28 Sep, 2017 @ 7:25am

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9/28/2017 - Released as Beta (cp_lazytown_lazynitez_b5)
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- Packed the blue no-entry texture into the map... Don't judge me, I can't help that I'm old and forgetful.

Update: 28 Sep, 2017 @ 7:15am

Updated to b5 for the Steam Workshop (last update was 2014). This was based off the map cp_lazytown_lazynite. I am including all the old notes from previous versions here:

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9/28/2017 - Released as Beta (cp_lazytown_lazynitez_b5)
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- Annnnnd years later, the map got a minor update so it could be put on the Steam Workshop! Wooooooooooo!
- Added a new visualizer texture to Blu's spawn so it shows players on the Red team a blue no-entry sign when they get close to the spawn.
- Fixed some minor mis-aligned textures in the spawns
- Will most likely finalize the map soon-ish (its been in beta for YEARS)

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10/13/2014 - Released as Beta (cp_lazytown_lazynitez_b4)
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- Added lighting to hallways that turn on after one side captures middle. This is to light up certain areas for better visibility.
- Added some minor details to the map.
- Lighting in alcoves and cubby holes stay on for both teams regardless of who captures mid.
- Tweaked some player clips around the map.
- Fixed a few console related error messages.

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6/12/2014 - Released as Beta (cp_lazytown_lazynitez_b3)
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- Removed Smoke on 2nd point smoke stack.
- Removed signs from the hallway into 2nd from mid point capture.
- Removed the spin animation from the Blu chimmney models (they are still dynamic props however).
- Reduced bloom (0.1) and max/min light exposure (with values of 1.0 and 1.1 respectively) to help make it less bright and glowy.
- Used the old lazynite skybox sky instead of nightfall sky (this was once broken, but I figured out how to fix it).
- Used old values from the original lazynite map for the light_environment and shadow control entities.
- Fixed an issue in spawn where you could die by changing classes.
- Fixed a tiny typo on the popup message.
- Fixed the signs all across the map to have the opposite colors for each area (ie: Red's side has blu arrows while Blu has red arrows).
- Tweaked some of the hint/skips across the map.

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3/05/2014 - Released as Beta (cp_lazytown_lazynitez_b2)
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- Added clipping to the fence areas around the final points for both sides.
- Changes were maded to lighting:
* Lighting angle/position were changed to make it look light was coming from an angle instead of just top down.
* Changed the Brightness variable in the light_env entity to be lighter. It is now closer to lazytown_lazynite's lighting so its less dark.
- Moved the healthkits from the 3rd point down to the cubby holes on either side of the point.
- Cleaned up some brush work.
- Created the alternate map to lazynitez and named it lazydaze. The maps are identical and it has also been released as b2. These maps will most likely be released and updated together since they are both the same map, but all the map changes will be documented separately (2017 Note: This is still the case, will upload separate workshop map/changelog notes for lazydaze)

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2/22/2014 - Released as Beta (cp_lazytown_lazynitez_b1)
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- Released in beta.
- Changed the lighting on the point 1 spawns.
* The lights on the large signs are angled at the signs instead of going straight up.
* The light above the fortifcations no longer turns off on mid point's capture. Instead, it stays on.
- Added small health packs/ammo kits to 2nd and 1st, hopefully, to provide more balance.
- Added a couple more hint/skip brushes to the map.
- Added func_details with bullet block textures around each of the capture points to fix and issue with explosive's splash damage and grenade bounce.
- Fixed all errors regarding nodes without volume. The map now has only 2 warnings regarding the skybox.
- Fixed a couple of miss-aligned textures
- Moved the vent props next to the right ramp to mid point down by 12 hammer units. Players can now land and walk on them without being blocked by player clips.

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2/16/2014 - Released as Beta (cp_lazytown_lazynitez_a2)
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- Changed the map name due to it being a bit too long (still is)
- Added better lighting to cubby holes in courtyard
- Players can now climb cows on point 1.
- Added lighting to the point 1 alcoves to make it a tad bit easier to see.
- Attempted to fix a few lighting issues.
- Made a few props (such as the light fixtures) not solid

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2/14/2014 - Released as Beta (cp_lazytown_lazynights_a1)
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- Initial alpha version that was ready for testing. This build included the following:
* A complete rebuild where a 3D skybox replaces a giant skybox that allowed the player to render the entire map.
* Lazytown has the same exact timers, sounds, entities values, etc. as the lazynite counterpart.
* The Rooves of mid point are no longer able to be built on.
* The Fences on 2nd point are no longer able to be traversed/walked on.
* Removed the restrictions to build upon the gas tanks and the giant blocks across the point.
* Optimized the map with areaportals and hint/skips used appropriately.
* Enforced consistancy across both sides so now they have the exact same props on each side (with exception of a couple such as the signs)
* Made playerclips around certain corners so that players would not get hung up on them.
* Lowered the garage doors looking at mid down so that it would not be possible to snipe from the back ramp as easily.
* Added platforms to the points so that they looked more aesthetically pleasing.
* Added capture point signs that change upon point capture.
* Added more overlays to fill up empty walls
* Added Cubby holes in courtyard.
* Enabled fog (it was always there, but the map/mappers never actually used due comile methods (most likley test/default compilation).
* Added health to mid point
* Added ammo to the cubby holes underneath roof.
* Added lighting in areas that would get really dark.
* Hint/skip optimization and areaportals.
* Add lots of detail not part of the original map to make it look/feel more "full"
* Increased the height the skybox of 1st point a little bit.